Check the acquisition promise
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗TrampolineTales · iOS
Explore the ad evidence, study the storefront, and build your next acquisition hypothesis.
01 / Creative research
Read the store headline, screenshots and description. What problem is the app promising to solve?
Study the storefront ↗Explore apps with direct store-link matches. Compare their hooks and formats without assuming the same approach works here.
Browse observed advertisers ↗Store rankings and revenue estimates describe market context. They do not establish ad spend, conversions or ROAS.
Review the market context ↗02 / Storefront & product
Study the product story and store experience behind the acquisition funnel.
03 / Market context
Keep revenue, downloads and store rankings separate from advertising performance.
Look, this game is difficult. I think they call it a rogue like which means you will fail often that is how the game is designed. that said, it is so fast and fun and quirky and cute and has so many different synergies to discover and unlock it is the perfect mobile game. I first started playing it on PC and got so excited when I saw it come to mobile so I’ve actually purchased this game two times but it’s so worth it and I play it so much more on mobile because it’s the perfect form factor for this game. I have failed hundreds of times I only recently made it to floor two for the first time so don’t be discouraged when you can’t pay your rent I keep playing because I like everything about this game. It’s just so cute and fast and easy and there is so much to unlock. I don’t know if I’ll ever make it all the way to level 20 or whatever the boss fight is and all the surprises that people talk about. It may take me thousands of games to achieve victory but that’s the point, just to play. This game is near flawless and perfect for mobile. It’s worth every penny. There’s nothing else quite like it, so just get this game already!
Don’t listen to the naysayers. There are 20 Ascension levels and a few item unlocks along the way. The game doesn’t say “you unlocked xyz capsule!” They just show up in your rolls through the first 7 levels I believe. Level 7 unlocks a new type of “item” that makes the game more fun too. Level 7 is also where you get another endgame surprise. (Trying not to spoil for those who don’t know) As well as new added challenges for each level 7-20. I had a BIG head start since I watched many videos of streamers on YT playing this game and it took me 68 games to beat Level 20. Don’t be discouraged! -Certain rare symbols early can carry you to a win(Ex: Early Diver=LOTS of common symbols for him to eat). -Certain item synergies can carry you to a win(Ex: Frying Pan: Two chickens=endless omelettes… add a Chef and loving life.) -Certain symbols also have very few synergies whereas other can help you grow exponentially, so choose wisely. Hope this helps somebody! And hope this game can evolve even more someday. :)
This game is fantastic. Props to the de evolved because you can feel their heart and soul in the game. It’s a fresh and invigorating new take on the deck builder Roguelike that I have already enjoyed for hours. It really is almost perfect. I only have a couple things that I would love to see in the future: 1) Some type of meta unlock - the current achievements are fun, but I can’t even see them in the game, and they don’t provide a lot of reason to go for them other than just unlocking it. It would be cool to see additional symbols or items we could unlock through achievements. Even permanent disable of certain items to allow players to refine the play style they would like to build and feel a sense of progress. At this point getting pretty far in the game feels like it has as much to do with luck as it does skill and knowledge, which is super fun in its own right, but I would love to feel like I can refine my deck from the start. 2) Additional UI elements that provide knowledge and accomplishment - these include - a library of symbols and items (that we’ve already picked) - so we can see which items synergies outside of having to pick them again in game - Achievement menu - Maybe some kind of high score tracker or place we can view previous decks we’ve done well or terribly with I realize it just came out today, so none of these aspects being missing will stop me from playing, but as an avid Roguelike fan, I wanted to express my praise to the developer for creating a great game and hopefully have my voice heard early! Enjoy!
Defeat your landlord in this slot machine roguelike deckbuilder! Your landlord is knocking on your door. You have one coin left to your name. You ins...